Joust

Description

Each player is a medieval Knight in a Jousting tournament. This is a two player card game. Cards are also used for the board, only 2 dice and 2 counters are required. Play consists of using 3 cards each turn from a playerGÇÖs own deck GÇô A card to modify where the lance is aimed, a card to change your horseGÇÖs speed and a card to move your knight. Cards are not re-used in a tilt.
http://www.boardgamegeek.com/boardgame/42251 Boardgame Geek Entry

The Board

There are 14 empty spaces between each Knight and the centre of the tilting field. Place board cards in this order - 1,2,3,2 (upside down),1 (upside down). Place them end to end. Put the knight cards such that the arrow points at the last square (it has a star on it) at either end.

Setup

Place the board, and randomly determine the player who will place their aim counter on one of the four starting location on the hit location chart.

The other player then places their aim counter on a starting location (it may be the same one).

The starting locations are A1, A5, D1, D5

Horses start at speed 0.

The Turn

Both players must put face down in front of them 1 Aim card, 1 Horse card and 1 Knight card.

Players turn over aim cards and resolve them.

Players turn over horse cards and resolve them.

Both horses accelerate unless cards change their behaviour.

If a horse is travelling at less than 6 speed, increase its speed by 1.

Move the horses.

Check for The Break.

Check for The Impact.

Players turn over knight cards and resolve them.

All actions are simultaneous.

Hit Locations

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A1Far left of headMissSTART

A2Left of headMiss

A3Head+2 Impact

A4Right of headMiss

A5Far right of headMissSTART

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B1Left of chestMiss

B2Chest - Left+1 Impact

B3Chest - Right

B4Right of chestMiss

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C1Left of torsoMiss

C2Torso - Left+1 Impact+1 Balance to opponent

C3Torso - Right

+1 Balance to opponent

C4Right of torsoMiss

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D1Left of LegBREAKSTART

D2Leg - Left

BREAK

D3HorseDisqualifiedBREAK

D4Leg - Right

+1 Balance to opponent

D5Right of legsMissSTART

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The Shield

The shield can be in one of four locations, the default location for the shield is Outward unless a player changes it through use of cards.
There are advantages and disadvantages to using a shield in jousting. The advantage is that it lessens the impact of blows and you can therefore retain your balance more easily. The disadvantage is that it is large and makes your profile larger - some areas that would have been misses otherwise, are now hits.

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Down Shield

Impact

Up Shield

Impact

B3

-1

A3

-1

C3

-2

A4

-2

C4

-1

Inward Shield

Impact

Outward Shield

Impact

B2

-1

A4

-1

B3

-2

B3

-2

The Break

When both knights are at range 0 on the map, impact occurs. Even if this is partway during a horse's move for their speed.

Any aim point to the left in levels D (D1, D2 or D3) becomes an automatic miss - the body of the opponent's horse blocks the hit.

If you have an Impact value above 2, your lance breaks as well. This is not worth any points.

Move the horses their full move for their speed.

The Impact

Each player gets a bonus to their Impact value based on the combined speed at which their horses met at range 0.

Speeds 2-5 = +0 Impact

Speeds 6-10 = +1 Impact

Speeds 11-12 = +2 Impact

The knight that has moved furthest gains +1 Impact.

Count the squares from each knight to their starting locations.

Add any factors from Knight cards that are still relevant to your Impact total and to your Balance total.

Add any factors from your shield's position to your balance.

Add any factors from the hit location being aimed at.

Subtract your opponent's total Balance, from your total Impact

Impact of 1 = A hit, no result, no points.

Impact of 2-3 = Break lance. Worth 1 point on the chest, torso or legs, or 2 points if the head. No points anywhere else.

Impact of 4 or more = Unhorsed. Automatic win.

If both knights are unhorsed, the knight with the highest impact total wins.